________________________________________________________________________________ Kino Der Toten: aka "Theatre of the Damned" ________________________________________________________________________________ This Line is '80' characters long. All lines end at or before the 80 character mark. All characters are set to take up 1 character. The following FAQ was made with the settings below. Size: 12 Style: Regular Font: Courier New Tab: 8 Characters I don't know if it mattered, but I listed them anyways. ________________________________________________________________________________ AaBbCcDdEeFfGgHhIiJjKkLlMmNnOoPpQqRrSsTtUuVvWwXxYyZz <,>.?/:;"'|\{[}]_-+=!1@2#3$4%5^6&7*8(9)0|\ These are all of the characters that are currently used in the FAQ. If you cannot see them you may have trouble reading the FAQ. If 100 characters is too long, use a smaller font size. Word Wrap was not used in making the FAQ. Enters were used to proceed lines. ________________________________________________________________________________ Created by: Jonathan Davis (a.k.a. Sijibijiji) ________________________________________________________________________________ --- __________________________________________________ Section 0: Introduction: __________________________________________________ Welcome to Kino Der Toten, Theatre of the Dead(or damned). This is the fifth installment into the Nazi Zombies mini-game. I am here to give you all of the information you will need to master this map and more. In the FAQ you'll find hints, tips, strategies and secrets laid out in an organized text document. If you wish, you can copy and paste the text and use it for yourself offline. This map has a variety of new things as well as the structure of Nazi Zombies. I will try to explain the best I can about every aspect of the gameplay and tactics used in this mini-game. First off is section 0.5: Version Information. Here you can view when and what has changed since the last updated version. __________________________________________________ Section 0.5: Changelog and Version Information: __________________________________________________ V0.0 Nov.9,2010 Midnight Release(Pre-Ordered and obtained at 12:53am) V0.3 Nov.10,2010 Sections 0-12 have been established. V1.0 Dec.12,2010 Complete and usable FAQ V1.5 Jan.2,2011 Updated Sections, Reworked Weapons List __________________________________________________ Section 1: Table of Contents: __________________________________________________ Section 0.0 Introduction Section 0.5 Version Info Section 1.0 Table of Contents Section 2.0 Gameplay Controls/Player Info Section 3.0 Reference Guide Section 4.0 Map Layouts Section 5.0 Weapons List Section 6.0 The Mystery Box, Perks and Pick-Ups Section 7.0 Pack-A-Punch Machine Section 8.0 Best Weapons List Section 9.0 Rounds 1-5 Section 10.0 Top Strategies Section 11.0 Player Layouts Section 12.0 Secrets (Easter Eggs) Section 13.0 Extra Information Section 14.0 The Ending __________________________________________________ Section 2: Gameplay Controls and Player Information: __________________________________________________ This section explains the basic and advanced controls used during gameplay. If you already know how to play, you may want to skip this section. This section also includes player information that can be critical to gameplay. This map is 2 players with splitscreen enabled. This map can be played online with up to 4 players. (There has been a recent glitch that lets you play 4 player splitscreen) (The glitch has been patched) Basic Controls: A ... Jump/Unprone B ... Crouch X ... Reload Y ... Switch Weapons Right Trigger Shoot Left Trigger Aim Down Sights Right Analog Face Character Left Analog Move Character Start Pause Game Back Scoreboard *Right Analog Knife *Left Analog Sprint(while moving) * = Press analog in D-Pad Special Weapons Advanced Controls: Hold B while standing Prone(Crawl mode) Hold B while sprinting Dive Hold X Activate/Interact Player Information: Players can take 2 hits from a Zombie Players can take 3 hits from a Hellhound or Creeper Players can take x2 hits from a Zombie, Dog, or Creeper with Juggernog Players can take 0 hits from an electrical barrier or fire trap Players can take 1 hit from an electrical barrier or fire trap with Juggernog Players can sprint for 6 seconds Players can sprint for 8-10 seconds with Speed Cola Players can move at about 140% speed with a Pistol,SMG or Knife Players can move at about 100% speed with a Rifle or Shotgun. Players can move at about 70% speed with a LMG or Launcher. Players can recover health after 4 seconds. Players lose all perks when downed. Players lose all weapons when killed. Tip: When killed, you will spawn next round with your points, but only an M1911 and a combat knife. __________________________________________________ Section 3: Reference Guide __________________________________________________ This section with include some abbreviated names for things you may need to know during gameplay. Most of these are only basic and shortened words to help remember things. Window: Any entrance that zombies can get through and can be repaired. Wallgun: Any weapon that can be bought from the wall. Door: Any closed door that can be purchased open. Barrier: Any set of coils that can be turned on to make an electrical barrier. Power: The main power that turns on Barriers, Perk Machines and the Teleporter. Power Room: The room containing the power switch. PaP: The Pack-A-Punch machine. The action of upgrading a weapon. PaP'd: Any weapon that has been upgraded through the Pack-A-Punch machine. Crawler: A legless zombie. Dog: Shorter name for Hellhounds. Zombie: Shorter name for Nazi Zombie. Here's a list of enemies that you may encounter: Nazi Zombie Basic enemy. Slow and vulnerable to headshots. Hellhound Quick enemy. Fastest and weakest enemy. Creeper Small enemy. Can explode upon death dealing damage and dissorients player's vision. Tip: Creepers only explode when killed by projectiles. Any knife kill will render them harmeless. Tip: Creepers also do not explode when shot with a Raygun or explosive. Tip: A zombie that is hit with an exlosive and not killed will most likely become legless. Points Efficiency Table: Points | Action 10 | Hitting an enemy with a gun, grenade or knife (not a fatal hit) 10 | Repair a broken barricade (a limit is set for each round) 30 | Revive a downed player. (differs upon round number) 50 | Kill a Zombie, Hellhound or Creeper. 60 | Kill a Zombie, Hellhound or Creeper. 70 | Kill a Zombie, Hellhound or Creeper. 100 | Kill a Zombie, Hellhound or Creeper by headshot. 130 | Kill a Zombie, Hellhound or Creeper by knife. 200 | Repair a broken barricade by Carpenter. 400 | Kill a Zombie, Hellhound or Creeper by Mini-Nuke. x2 | Pick up a Double Points. Tip: Points are required to proceed further into the map and obtain extra weaponry and Perks. __________________________________________________ Section 4: Map Layouts __________________________________________________ [Room Names and Doorway Count] The "[S]" is where the players spawn and start round 1 at. .................................................. ..................[ [S] ].................... ...[ ][ ].[ Theatre ].................... ...[ Room1 ][ Lobby ]..[ ]......... ...[ ][ |d| |d|.[ Room2 ]......... ...[ ][ ][ ]..[ |d|.[ ] .......|d|...........|xxx|......[ ]..[ ] ..[ ].[ ].......[ ] ..[ Stairs ].[ ].......[ Alley ] ..[ ].[ Theatre ].......[ ] .........|d|....[ ]...........|d|... .....[ ].[ ].......[ ] .....[ ].[xxxxxxxxxxxxxxx\.......[ Room3 ] .....[Dressing]./ |d| ] .....[ Room |d| Power Room [ ] .....[ ]................................... .................................................. ................[ ].................... ...[Hidden].....[ Film ].......[Hidden]..... ...[Room 1].....[ Room ].......[Room 2]..... ................[ ].................... The two doors in the main room are worth [750] The two preceeding doors are worth [1000] The next two doors are worth [1250] The last two doors are worth [1250] There is actually a room that I did not place. The "xxxx" are entrances opened when the power is turned on. Tip: You may not enter the Theatre without power. [Weapons and Perks Placement] All of the weapons and perks that are placed on the map will be marked by a number or letter. The table below tells which number/letter represents which weapon/perk .................................................. ..................[ [2] ].................... ...[ ][ ].[[Q] #1].................... ...[ ][ ]..[ ]......... ...[ ][? |d| ? |d|.[ ?]......... ...[ ][ #3 ][ #2 ]..[ |d|.[ ] .......|d|...........|xxx|......[ #10 ]..[ ] ..[ #4].[ [J]].......[ ] ..[#5 [S] ].[ ].......[#6 ? ] ..[ ? ].[ ? ].......[ ] .........| |....[ ]...........| |... .....[ ].[ [1] ].......[? ] .....[ #7].[---------------\.......[ ] .....[ ? ]./ #8 | | ] .....[ | | ? #9 [ ] .....[ ]................................... .................................................. ................[ ].................... ...[ ].....[ ].......[ ]..... ...[ ].....[ ].......[ ]..... ................[ PaP ].................... 1. Olympia 2. M14 Carbine 3. PM63 4. Stakeout 5. MP40 6. AK74u 7. MPk5 8. M16 9. Claymore 10. MPL Q. Quick Revive S. Speed Cola D. Double Tap J. Juggernog PaP. Pack-A-Punch Machine [1]. Teleporter [2]. Teleporter Pad ?. Mystery Box Spawn [Windows and Jump Down Placements] This is where zombies can get into the players area. All windows and jump down locations are marked. .................................................. ..................[ [S] ].................... ...[ ][ W].[ ].................... ...[W ][ ]..[ W ]......... ...[ J][ | | | |.[ ]......... ...[ ][ ][ ]..[ | |[ W] .......|d|...........|xxx|......[ W ].[ ] ..[ ].[c ].......[ ] ..[C W W].[ J J ].......[ J ] ..[W C ].[c C].......[ W] .........| |....[ J J ].........W.| |... .....[ W].[W W].......[ W] .....[ ].[---------------\.......[W ] .....[W ]./ | | ] .....[ J | | W C W [ ] .....[ ]................................... .................................................. ................[ ].................... ...[ ].....[ ].......[ ]..... ...[ ].....[ ].......[ ]..... ................[ ].................... W. Window: Barricaded and repairable J. Jumpspot: Unbarricaded, unrepairable C. Climbspot: Only Creepers can enter through * The Film Room is cut off from the rest of the map. Once you are in there, Zombies, Crawlers or Dogs cannot reach you. You have 15-20 seconds until you are automatically teleported back to the Theatre Lobby. __________________________________________________ Section 5: Weapons List: __________________________________________________ Weapon Name: Damage Rating: Based on 0%-100% Ammo Capacity: Clipsize/Maximum Extra Reload Speed: Based on 0-100% Rate of Fire: Based on 0-100% PaP Name: PaP Bonuses: Besides Power Bonus(ie Attachments) Description: Placement: How well it places on the list(only for it's weapon type) A later version will show the following Weapon Name: Damage Rating: Based on 0%-100% Ammo Capacity: Clipsize/Maximum Extra Reload Speed: Based on seconds Rate of Fire: Based on shots per minute PaP Name: PaP Bonuses: Besides Power Bonus(ie Attachments) Description: Placement: How well it places/How well it places overall ________ Knives: Combat Knife, Ballistic Knife, Bowie Knife ________ Combat Knife Damage: 15% Ammo: n/a Reload: n/a Fire Rate: 20% PaP Name: n/a PaP Bonuses: n/a Ballistic Knife Damage: 25%(28%) Ammo: 1/4(1/9) Reload: n/a(50%) Fire Rate: 30%(n/a) PaP Name: The Krauss Refibrulator PaP Bonuses: Revive Allies Tip: Can be combined with the Bowie Knife to increase its speed. Bowie Knife Damage: 40% Ammo: n/a Reload: n/a Fire Rate: 10% PaP Name: n/a PaP Bonuses: n/a Tip: Can be combined with Ballistic Knife to increase its power. ________ Basic Weapons: M1911, Olympia, M14, PM63, MPL, MP40, AK74u, MPk5, Stakeout, M16 Claymore, Grenades. ________ M1911 Damage: 8% Ammo: 8/80(6-6/50) Reload: 55% Fire Rate: 55% PaP Name: Mustang & Sally PaP Bonuses: Dual Wield, Explosive Rounds Olympia Damage: 30% Ammo: 2/38(2/60) Reload: 30%(1) Fire Rate: 65% PaP Name: Hades PaP Bonuses: Quick Reload, Incendiary Rounds M14 Damage: 30% Ammo: 8/80(16/192) Reload: 45% Fire Rate: 55% PaP Name: Mnesia PaP Bonuses: Grip PM63 Damage: 20% Ammo: 20/100(25-25/225) Reload: 55% Fire Rate: 83% PaP Name: Tokyo & Rose PaP Bonuses: Dual Wield MPL Damage: 22% Ammo: 24/96(40/200) Reload: 55% Fire Rate: 80% PaP Name: MPL-LF PaP Bonuses: Red Dot Sight, Extended Mag MP40 Damage: 27% Ammo: 32/192(64/192) Reload: 50% Fire Rate: 77% PaP Name: The Afterburner PaP Bonuses: Extended Mag Stakeout Damage: 37% Ammo: 6/60 Reload: 40%(1) Fire Rate: 40% PaP Name: Raid PaP Bonuses: Dual Reloader, Grip MPk5 Damage: 25% Ammo: 30/120(40/200) Reload: 55% Fire Rate: 83% PaP Name: MP115 Kollider PaP Bonuses: Extended Mag AK-74u Damage: 27% Ammo: 20/160(40/280) Reload: 55% Fire Rate: 80% PaP Name: AK-74fu2 PaP Bonuses: Reflex Sight, Extended Mag M16 Damage: 20% Ammo: 30/120(30/270) Reload: 45% Fire Rate: 40%(3 burst) PaP Name: Skullcrusher PaP Bonuses: Grenade Launcher, Fully Automatic Clamore Damage: 80% Ammo: 2(+2 per round) Reload: n/a Fire Rate: n/a PaP Name: n/a PaP Bonuses: n/a Grenade Damage: 75% Ammo: 4(+2 per round) Reload: n/a Fire Rate: 20% PaP Name: n/a PaP Bonuses: n/a ________ Mystery Weapons: ________ Python Damage: 40% Ammo: 6/60(12/96) Reload: 40%(1) Fire Rate: 40% PaP Name: Cobra PaP Bonuses: Speed Reloader CZ75 Damage: 17% Ammo: 15/185 Reload: 50% Fire Rate: 55% PaP Name: Calamity PaP Bonuses: Fully Automatic, Extended Mag CZ75 Dual Damage: 37% Ammo: 15-15/270(20-20/320) Reload: 50% Fire Rate: 55%(x2) PaP Name: Calamity & Jane PaP Bonuses: Fully Automatic, Extended Mag HS10 Damage: 30% Ammo: 6/60(8-8/80) Reload: 37%(1) Fire Rate: 65% PaP Name: Typhoid & Mary PaP Bonuses: Dual Wield, Full Reloader Spas-12 Damage: 28% Ammo: 8/42(24/72) Reload: 37%(1) Fire Rate: 65% PaP Name: SPAZ-24 PaP Bonuses: Full Reloader, Extended Mag Spectre Damage: 25% Ammo: 30/120(45/225) Reload: 50% Fire Rate: 83% PaP Name: Phantom PaP Bonuses: Reflex Sight, Extended Mag FN FAL Damage: 37% Ammo: 20/160(30/360) Reload: 45% Fire Rate: 55% PaP Name: EPC WN PaP Bonuses: Reflex Sight, Extended Mag, 3 Burst Famas Damage: 33% Ammo: 30/150(45/225) Reload: 45% Fire Rate: 65% PaP Name: G16-GL35 PaP Bonuses: Red Dot Sight Commando Damage: 37% Ammo: 30/270(40/360) Reload: 45% Fire Rate: 60% PaP Name: Predator PaP Bonuses: Dual Mags Galil Damage: 35% Ammo: 35/315(35/490) Reload: 40% Fire Rate: 63% PaP Name: Lamentation PaP Bonuses: Red Dot Sight AUG Damage: 33% Ammo: 30/270(30/390) Masterkey: n/a(6/30) Reload: 45% Fire Rate: 63% PaP Name: AUG-50M3 PaP Bonuses: Masterkey Masterkey: Dual Reloader G11 Damage: 25% Ammo: 48/192(48/288) Reload: 40% Fire Rate: 43%(3 burst) PaP Name: G115 Generator PaP Bonuses: Fully Automatic HK21 Damage: 42% Ammo: 125/500(150/750) Reload: 30% Fire Rate: 53% PaP Name: H115 Oscillator PaP Bonuses: Extended Mag RPK Damage: 40% Ammo: 100/400(125/500) Reload: 33% Fire Rate: 58% PaP Name: R115 Resonator PaP Bonuses: Extended Mag Dragonuv Damage: 65% Ammo: 10/40(10/80) Reload: 40% Fire Rate: 48% PaP Name: D115 Disassembler PaP Bonuses: Variable Zoom L96A1 Damage: 72% Ammo: 5/35(8/72) Reload: 37% Fire Rate: 22% PaP Name: L115 Isolator PaP Bonuses: Variable Zoom Crossbow/ Explosive Tip Damage: 25%(50%) Ammo: 1/12(1/12) Reload: 45% Fire Rate: n/a PaP Name: Aweful Lawton PaP Bonuses: Beeping Tips, Larger Radius M72 LAW Damage: 75% Ammo: 1/20(10/40) Reload: 35% Fire Rate: n/a PaP Name: M72 Anarchy PaP Bonuses: Full Reloader, Extended Mag, No ADS Firing China Lake Damage: 75% Ammo: 2/30(5/40) Reload: 37%(1) Fire Rate: 10% PaP Name: China Beach PaP Bonuses: Full Reloader, Extended Mag, No ADS Firing Raygun Damage: 100% Ammo: 20/160(40/200) Reload: 47% Fire Rate: 40% PaP Name: Porter's X2 Raygun PaP Bonuses: Red Rays, Extended Mag Thundergun Damage: 100% Ammo: 2/12(4/24) Reload: 40% Fire Rate: 37% PaP Name: Zuescannon PaP Bonuses: Extended Mag Monkey Bomb Damage: 75% Ammo: 3 Reload: n/a Fire Rate: 10% PaP Name: n/a PaP Bonuses: n/a __________________________________________________ Section 6: The Mystery Box, Perks and Pick-Ups: __________________________________________________ The mystery box starts in a random location every game. Opening the Mystery Box will cost you [950] points and in exchange, give you a random weapon that cannot be bought from the wall. Sometimes, the box can give you a Teddy Bear. The teddy bear will give you your 950 points back, but move the mystery box to a new location after a short while. List of Perks: Juggernog Enables the player to take nearly twice as many hits. Speed Cola Enables the player to reload nearly twice as fast. Double Tap Root Beer Enables the player to shoot nearly twice as fast. Quick Revive Soda Enables the player to revive allies nearly twice as fast. List of Pick-Ups: Max Ammo Resupply weapons ammunition cache. (does not refill clip) Insta-Kill Allows any hit to kill an enemy instantly. Carpenter All barricades are repaired.(alive players recieve 200 points) Mini-Nuke All spawned zombies, dogs and creepers die.(alive players recieve 400 points) Double Points All points gained are doubled. Fire Sale All mystery boxes are placed on the map and only cost 10 points. Tip: You only recieve points from Carpenter and Mini-Nuke if they repair/kill atleast 1 window/zombie. Tip: With sale, every mystery box position will have a box. All boxes can be opened at the same time. __________________________________________________ Section 7: Pack-A-Punch Machine: __________________________________________________ This is a short explanation on the Pack-A-Punch and how to get to it. First off, you need a total of atleast 4250 points to get to the power room. Activate the power when you like. When the power is turned on, activate the teleporter. To do this, hold 'X' on the teleporter just behind the curtains that open. Then, make your way to the Theatre Lobby and hold 'X' on the teleporter platform. After you've done this, you can go back to the teleporter and press 'X' to activate. This will take you to the Pack A Punch machine. The teleporter will take a few seconds to charge and teleport you to the Theatre Film Room. From this room, you can access the Pack-A-Punch Machine. You can also purchase wall grenades and chuck them out of the Film Room window. You only have 20 seconds until you are teleported back to the map so use it wisely. Upgrade weapons as needed. Sometimes, you may be teleported to a hidden room. In the hidden room, there is sometimes a Pick-Up, but very rarely. I believe there are a total of 5 hidden rooms. Once you are teleported back to the Theatre Lobby, all of the Zombies will come from the Theatre. Zombies may spawn so watch your backs, but the majority will be in the Theatre. __________________________________________________ Section 8: Best Weapons List: __________________________________________________ This section will show the best weapons in each category. The are based off of statistics. You may prefer a different weapon. Best Pistol: C275 Best PaP Pistol: [Calamity] Best SMG: MP40 Best PaP SMG: [AK-74u2] Best Rifle: Galil Best PaP Rifle: [Skullcrusher] Best LMG: RPK Best PaP LMG: [R115 Resonator] Best Explosive: Monkey Bomb Best PaP Explosive: [Awful Lawton] Best Special: Raygun Best PaP Special: [Porter's X2 Raygun] Tip: The Raygun is not best pistol because it is the best special. ________ Weapon Type(Pistol) ________________._______________________._______.PaP'd Weapon Name .Rating Bar .Rating#.Rating# (M1911) .(|) (1) (12) ________________._______________________. ________ Pistol ________________._______________________._______. M1911 .| 1 12 C275 .|||||| 6 10 Dual C275 .|| 2 9 Python .|||| 4 10 Raygun .|||||||||||||||| 16 18 ________________._______________________._______. ________ Shotgun ________________._______________________._______. Olympia .|| 2 9 Stakeout .|||||| 6 10 HS10 .|||||||| 8 9 SPAS .|||||| 6 10 ________________._______________________._______. ________ Submachine Gun ________________._______________________._______. PM63 .|||| 4 9 MPL .|||| 4 9 MPk5 .|||||| 6 10 MP40 .||||||||| 9 10 AK-74u .||||||| 7 11 Spectre .|||||| 6 9 ________________._______________________._______. ________ Rifles ________________._______________________._______. M14 Carbine .|||| 4 6 FN FAL .|||||||| 8 10 M16 .||||||| 7 10 Famas .|||||||| 8 12 Commando .|||||||| 8 12 Galil .||||||||| 9 13 G11 .||||||||| 9 13 AUG .|||||||| 8 12 Dragonuv .||||| 5 8 L9A16 .|||| 4 8 ________________._______________________._______. ________ Large Machinegun ________________._______________________. HK115 .|||||||||| 10 14 RPK .|||||||||| 10 14 ________________._______________________. ________ Launchers ________________._______________________._______. Ls LAW .|||||||||| 10 16 China Lake .|||||||||| 10 12 Crossbow .|||||||||| 10 20 Thundergun .|||||||||||||||||||| 20 20 ________________._______________________._______. ________ Specials ________________._______________________._______. Knife .|| 2 x Ballistic Knife .|||||||| 8 15 Bowie Knife .|||||||| 8 x Claymore .|||||||||||| 12 x Monkey Bomb .|||||||||||||||||||||| 22 x ________________._______________________._______. __________________________________________________ Section 9: Rounds 1-5: __________________________________________________ Points Efficiency Table: Round # Shots w/Max Ammo Max Shots Max Knives 1 4 5 6 1 2 8 11 12 2 3 14 17 18 3 4 18 23 24 4 5 24 29 30 4 Points Per Kill Table: Average Maximum Total Average Total Average Round # Points Points Round Points Round Points w/Max Ammo 1 170 180 +340 +360 2 190 220 +580 +670 3 210 260 + 4 160 300 + 5 170 350 + Tip: Stack shooting is an efficient way to save ammo. This can be done by shooting multiple zombies that are in a line with a single bullet. Zombies in the back will take less damage. Tip: Do not buy a wall weapon until round 5. The top wall weapons are the MP40, MPk5, M16 and the Stakeout. Also, claymores are very useful. After round 5, it's just headhunting from then on. That is unless you have an explosive only layout. Or if you have a Ballistic Bowie combo. Dogs usually appear around round 6. They are an easy bunch of fluffy puppies. All you have to do is shoot and run. If you take a hit, you can always run faster than a doggy. Just make sure you don't camp in a corner like everyone says to. __________________________________________________ Section 10: Top Strategies: __________________________________________________ Rounds 1-5 have been explained. For Round 6-10: 1. Camp in the Power Room and rack up points. This is easily done as there are only two windows and an entrance. Switch positions for point sharing. 2. Turn on the power and start Map Racing. This can be easily done in earlier rounds as not many zombies spawn. Also, zombies die much quicker and are easier to get passed. For Rounds 11-20: 1. Map Racing is my favorite. You'll need to open a circle of doors and race around the map at a walking pace. Only kill zombies in front of you until you reach the starting point of your circle. The best place to start is in the Theatre. 2. Camp in a room with a low amount of windows. It helps you stay alive as it is easy to cover less windows than there are players. Also keeping atleast 1 player available for support. The best spot for this is in the Alley after you take the Speed Cola path at start. Do not open all of the alleyway doors. For Rounds 20+: 1. Map Racing is also great for later rounds because as you race around the map, only a few zombies will spawn in front of you. Always watch your front and back while moving and never sprint unless necessary. 2. Camp in a room with an unopened door. This can help if you get overwhelmed, but only once. 3. Use the teleporter often. Run around the theatre stage as agile as possible. When the teleporter is ready, let everyone on and use it. Let the teleporter cooldown and repeat. 4. I've seen a few people do this, but I don't reccomend it for new players. All four players camp by the Juggernog cola machine. At the beggining of every round, a player turns on the Gatling Turret on the stage and, mid-round, turn on the electrical barrier at the Theatre Lobby Doorway. I've never made it past 24 using this with other players, but I know other people who have. 5. A stage seperation. Two people run around on the stage and kill everything. The other two run around or camp somewheres. Zombies will be split in half and be much easier to handle or get away from. For Rounds 50+: 1. Map Racing is the only strategy I have been successful with after round 50. 2. I've recently been using stage seperation and it works wonders if you know how to dodge zombies. Tip: Make sure to Pack-A-Punch your weapon as soon as you get Juggernog. Possibly after Speed Cola and/or Double Tap if you like it, most people don't. Tip: Don't try and go for the Mystery Box unless you can hold the room for a while. If you do, then you'll get overrun like crazy. The best way to get the mystery box is when you left a crawler at the end of a round and no more zombies are spawning. __________________________________________________ Section 11: Player Layouts: __________________________________________________ Some people like to be told what's best in combination with other equipment. In this section, I'll make a few "Classes" that you can use. Headhunter: Best at shooting heads and moving fast. Weap SMG(prefer AK-74u) Weap SMG(prefer Spectre) Perk Juggernog Perk Double Tap Descrip These SMG's have little recoil and high accuracy. Short bursts. Crowd Control: Best at taking out unwanted mobs of zombies quick. Weap AR(prefer M16) Weap Explosive(prefer Crossbow) Perk Juggernog Perk Speed Cola Descrip M16 upgraded has a Grenade Launcher and the Crossbow's upgraded beeper attracts zombies. Assassin: Best at getting zombies off of others using little or no ammo. Weap Knife(prefer bowie) Weap Explosive(prefer Skullcrusher) Perk Juggernog Perk Speed Cola Descrip The knife can save allies at close range and the Skullcrusher at long range. Medic: Best at healing team-mates and keeping alive. Weap SMG(prefer AK-74u) Weap The Krauss Refibrulator Perk Juggernog Perk Quick Revive Descrip The SMG to gain points and the Knife to revive allies. Combined with the Bowi Knife, The Krauss Refibrulator is also a deadly weapon. Replace Quick Revive if you are confident with the Ballistic Knife's shot. __________________________________________________ Section 12: Secrets(Easter Eggs): __________________________________________________ 1. Film Reels: There is a film reel in each hidden room. The rooms are only accessed by the teleporter. After about 20 seconds in the film room, you may be teleported to a hidden room for a few seconds. Films spawn in a random place, but it is a very small room. It is large and easily seen. The rooms are Dentists Office, Meeting Room, Samantha's? Room, Bloody Samantha's Room. There is one more I believe, but I forgot what it was. I will mark the audio once I get a chance. 2. Music '115': Activate the three "element 115" meteors and the song titled '115' will play once. This can be done once per match. The first one is in the Theatre Lobby, on a stand under the stairs. Hold 'X' to activate. The second is in the Dressing Room. Enter from the Speed Cola room and take a left. It is behind the small doorways in the corner, on a stand. The last one is through the Alley. Take the alley and open the gate to the upstairs room. It is in the back on a shelf. All the way on the bottom right shelf. Your character will say something when you activate each 'rock' or 'meteor fragment'. 3. Portraits: In 'Room 1', there are portraits of Dempsey, Takeo, Nikolai and Richtofen along the wall, along with a shadow portrait. Press and hold 'X' on each and your character will say a short line about the person in the portrait. 4. __________________________________________________ Section 13: Extra Information: __________________________________________________ Tip: Zombies are stronger than in the previous round. Try getting the strongest weapons sooner rather than later. Tip: The last Hellhound in a dog round always drops a Max Ammo. Make sure to reload. Tip: Zombies are vulnerable to headshots. Headshots are also a great way to get points. Tip: Creepers are vulnerable to headshots. Try not to shoot them unless you have a Raygun or are far away, they will explode. Tip: Creepers explosions also harm zombies. If you need to, you can use this to your advantage. Tip: Dogs are fast, players are faster. You can run from a hellhound if you need to recover from a hit or two. Tip: Switching weapons is faster than reloading(in most cases). Reload when neccessary to avoid being downed while both weapons need reloading. Tip: Explosives make crawlers. This can be a useful way to hold a rounds end to do important things. Tip: Weapons being upgraded are unique from other weapons of its type, not counting the built-in stats. An M16 will recieve a grenade launcher whereas the Commando recieves Dual Mags. Tip: The Ballistic Knife and Krauss Refibrulator can be combined with the Bowie Knife for more power. Tip: Kniving zombies is dangerous. Make sure you have Juggernog before going on a knife spree. Tip: Monkey Bombs take seconds to throw. Try to throw one before you get cornered. Tip: The Crossbow upgraded acts as a Monkey Bomb. This is a very powerful tool to have. Tip: The Olympia upgraded has incendiary rounds. This damages nearby zombies a small bit(without giving you points though). Tip: The Raygun can damage its user if he/she is close enough. It also has a slow ray, lead your targets a little. Tip: Traps kill zombies, but don't give you the points. Use these when you're in danger. Tip: The Thundergun and Zuescannon are not instakill weapons. Zombies can recover from the blow so pay attention. Tip: The Raygun is not an insta-kill weapon. Zombies may become crawlers when struck by a ray. Tip: Double Tap is a great perk if you like to use shotguns, launchers or pistols. Tip: Speed Cola is a great perk for every weapon (besides the knife). Tip: Quick Revive is a great perk if you are a supporting player, rather than being a front line player. Tip: Juggernog is a must. Do not go on without it, but don't get it if you don't have a good weapon. Tip: Turrets kill Zombies. Use these when you need extra supporting fire. Tip: The teleporter kills zombies. You are safe when you activate the teleporter and are in it. Tip: Communication is key. If you do not communicate with your team, you will likey die faster. Tip: Move, move, move. The more you move, the less zombies will suprise hit you. Tip: Watch your back. Take a peek behind you every once in a while. Tip: __________________________________________________ Section 14: The Ending: __________________________________________________ Thanks for reading the FAQ that took about a week to make. I've done quite a bit of research and you can trust that all of the information here has been tested out in actual zombie matches with four players. If, however, there is any information that is missing or incorrect, please notify me so I can fix or add it. You may not distibute this FAQ onto your site unless you obtain permission. You may use this for personal study. You may ask me questions by e-mailing me or sending me a message via Xbox Live. E-Mail Address: sijibijiji@yahoo.com XBLive Gamertag: Sijibijiji If you would like to play a game, you may contact me and I will most likey want to play. Good luck and have fun on every zombie match you play. The End!!! ________________________________________________________________________________